Files
kaizen/src/frontend/EmuThread.cpp
2024-09-20 22:14:54 +02:00

103 lines
4.2 KiB
C++

#include <EmuThread.hpp>
#include <SDL3/SDL.h>
EmuThread::EmuThread(RenderWidget &renderWidget, SettingsWindow &settings) noexcept :
renderWidget(renderWidget), core(parallel), settings(settings) {}
[[noreturn]] void EmuThread::run() noexcept {
parallel.Init(renderWidget.qtVkInstanceFactory, renderWidget.wsiPlatform, renderWidget.windowInfo,
core.cpu->GetMem().GetRDRAMPtr());
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
bool controllerConnected = false;
if (SDL_AddGamepadMappingsFromFile("resources/gamecontrollerdb.txt") < 0) {
Util::warn("[SDL] Could not load game controller DB");
}
auto pollEvents = [&] {
SDL_Event e;
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_EVENT_GAMEPAD_ADDED:
{
const int index = e.gdevice.which;
controller = SDL_OpenGamepad(index);
Util::info("Found controller!");
auto serial = SDL_GetGamepadSerial(controller);
auto name = SDL_GetGamepadName(controller);
auto path = SDL_GetGamepadPath(controller);
Util::info("\tName: {}", name ? name : "Not available");
Util::info("\tSerial: {}", serial ? serial : "Not available");
Util::info("\tPath: {}", path ? path : "Not available");
controllerConnected = true;
}
break;
case SDL_EVENT_GAMEPAD_REMOVED:
{
controllerConnected = false;
SDL_CloseGamepad(controller);
}
break;
}
}
};
while (!isInterruptionRequested()) {
if (!core.pause) {
core.Run(settings.getVolumeL(), settings.getVolumeR());
}
if (core.render) {
parallel.UpdateScreen(core.cpu->GetMem().mmio.vi);
}
pollEvents();
if (controllerConnected) {
n64::PIF &pif = core.cpu->GetMem().mmio.si.pif;
pif.UpdateButton(0, n64::Controller::Key::A, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_SOUTH));
pif.UpdateButton(0, n64::Controller::Key::B, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_WEST));
pif.UpdateButton(0, n64::Controller::Key::Z,
SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_LEFT_TRIGGER) == SDL_JOYSTICK_AXIS_MAX);
pif.UpdateButton(0, n64::Controller::Key::Start, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_START));
pif.UpdateButton(0, n64::Controller::Key::DUp, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_DPAD_UP));
pif.UpdateButton(0, n64::Controller::Key::DDown, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_DPAD_DOWN));
pif.UpdateButton(0, n64::Controller::Key::DLeft, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_DPAD_LEFT));
pif.UpdateButton(0, n64::Controller::Key::DRight,
SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_DPAD_RIGHT));
pif.UpdateButton(0, n64::Controller::Key::LT, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER));
pif.UpdateButton(0, n64::Controller::Key::RT,
SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER));
pif.UpdateButton(0, n64::Controller::Key::CUp, SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_RIGHTY) <= -127);
pif.UpdateButton(0, n64::Controller::Key::CDown, SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_RIGHTY) >= 127);
pif.UpdateButton(0, n64::Controller::Key::CLeft, SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_RIGHTX) <= -127);
pif.UpdateButton(0, n64::Controller::Key::CRight, SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_RIGHTX) >= 127);
float xclamped = SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_LEFTX);
if (xclamped < 0) {
xclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MAX));
} else {
xclamped /= SDL_JOYSTICK_AXIS_MAX;
}
xclamped *= 86;
float yclamped = SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_LEFTY);
if (yclamped < 0) {
yclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MIN));
} else {
yclamped /= SDL_JOYSTICK_AXIS_MAX;
}
yclamped *= 86;
pif.UpdateAxis(0, n64::Controller::Axis::Y, -yclamped);
pif.UpdateAxis(0, n64::Controller::Axis::X, xclamped);
}
}
SetRender(false);
Stop();
}